New Addition to the Family

I recently purchased a PS3 to add to our console collection (currently, the family consists of an Xbox360, Wii, Ps2 & N64 … really regret giving our SNES up for adoption so many moons ago!). Of course, I could not simply purchase a console with nothing to play on it (it would get lonely that way of course!). It came bundled with God of War III (which made me happy – as I quite like that game), I also bought Little Big Planet, Ratchet & Clank and Uncharted. GoW is exactly what I expected – that’s good; and LBP is the very happy surprise. I know the game has had a lot of fan fare since its release, but I really am astounded at the creativity put into it (and it has an awesome soundtrack!). We have not ventured into the level building bits yet, nor played any player-made content yet, but for now, I am really impressed by the game (and will make LBP2 a worthy purchase I am sure). My daughters are also in love with the game, saying it really feels like they put a lot of thought into it… The loser in the bunch is Uncharted. It says it won game of the year (in some context, I cannot remember at the moment, and am too lazy to go check the box…) but it is kind of clunky, and the controls are unnatural (some bad button-mapping choices on the part of the designers…. not enough play-testing perhaps?).  It is not so bad that I won’t consider Uncharted 2 at some point, but the beauty of buying a console this late after release, is that there are tons of games we have never heard of (or bothered to look into) since we didn’t own the console – and so many of them at great prices (yay for classics & clearance bins!). That being said – any suggestions for games is always more than welcome!

 

Online Video Game Conference Closing 5à7 @ TAG

The closing conference cocktail was put on by TAG at Concordia University. An intimate 5à7  (actually, was a 4à8!) held in the open lobby space of the 11th floor of the EV building where  Hexagram and Tag are housed. With two walls consisting of floor to ceiling windows opening on to  a large terrace, the views from the room were beautiful, giving the international guests a  magnificent visual to take home with them (we even had our first snowfall that evening!). The food, consisting of all local Quebec fare (cheeses,  pate’s and delicatessen delights) was paired with carefully selected local artisanal beers, and  delectable wines (both white and red), the spread was a delightful temptation – even for those who  had already eaten.

With great candle light, and ambient (video game soundtracks) music, the atmosphere lent itself to  getting to know each other, squeezing in a last few chats with people you were sad to see leaving, a nd playing a game or two that were conveniently set up in the space.

Another shout out to those who helped put this all together, the hosts and the bar staff were amazing; warm and friendly, willing to answer any question they could. Thanks to Bart Simon & TAG for hosting, Alanna & Saleem for coordinating all the crazy details, to Shanly Dixon for selecting such great food and to everyone who made this a great event – the bar has been set high for future conference events – I can promise you all that! Here are a few more shots taken during the early part of the evening (much more impressive once the sun went down of course!).

Personally, this was a great ending to a pretty great conference. While the food and drink will be missed, I got to talk with a lot of great people, reconnect with some old colleagues and walk away from the whole thing inspired to write my dissertation.

Quick Notes from Miguel Sicart’s Presentation

My favorite talk of the conference had to be Miguel Sicart’s talk “Against Proceedurality” – I am posting my disjointed notes below, but what I liked the most about the talk was the idea that we need to look past the game structure and mechanics (rules, design, etc) and look towards the role of the player in the process of meaning making. While my work does not focus on ethics and meaning in gameplay per se, I believe that a large part of my argument about “hybrid identity” (existing neither within the player, nor the avatar [or player-character]) is about this very relationship between player and technology – concentrating not only on the game play elements and technology, but also on what the player brings to these in order to truly understand what hybrid identity is, when it occurs, and how it is constructed.

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Notes: Against proceedurality.

Movie – play time .. About spaces and architecture.

Curve reasserts itself over the straight line – this makes me think about de certeau and paths versus sidewalks in the city – where people ‘really’ go as opposed to where they are told to go.

Discussion on ethical games, serious games…

The meaning of games resides in their rules – sicart says we need to move past this.

challenges bogost re: unit operations ..and challenges player-centric design (m. Flanagan, 2009)

Proceeduralism infers that all player experience is ultimately designed… Sicart is against this idea. Gives examples about meaning that exists outside of the rules… Therefore proving that we need to go against proceedurality…. Asking – where are the players – it is the players that make meaning ….

To think about proceedurality, creates instrumental play

Against instrumental play: thesis 1 play transitions between myth and reason
2. Play is the appropriation of a systms
3 play create meaning coupled with context

Meaningful failures (could use this idea in my game play analysis…)

The Online Videogame: New space of socialization (day1)

A day late, but thought I would write up a brief summary of yesterday’s conference – talks and social bits of course.

As a bilingual (English / French) conference, attendees are offered headsets so they can hear all the presentations in their mother tongue – allowing for an exchange between groups that may not otherwise have the chance to share their research. One of the things that I noticed after the first day, is how the French community seem to use games as their example within larger research questions (on sociality, digital identity as something that is related to Lancanian / Freudian theories of lack, unattainable desire for the ‘other’, etc) whereas, the English presentations were more focused on the game as object – talking about the elements within (insert game title / genre here) game that make it ‘social’ or defining what games are through casual and social games. Whichever perspective, the presentations were interesting, and I was able to take a nugget or two from most of the presentations (will blog about the individual presentations at the end of the conference). As a single track conference, all the attendees get to hear the same thing, making coffee breaks and drinks feel more connected. I always prefer small conferences where you get to talk to most everyone, there is little hierarchy, and even less ‘groups’ to break into.

Socially, I couldn’t be happier with the first day. Lunch was provided at Benelux (will insert link later), with a free drink to boot (they brew their own beers on site – well worth popping in whenever you are in Montreal). What was nice was the fact that we had the whole place to ourselves – our lunches were placed on the tables prior to arrival (a nice light lunch of tuna tortilla wraps, couscous, bean & feta salad, a few crudites, and some really yummy dessert bread). It was nice to keep the group together for lunch. After a full day of presentations, there was a welcoming cocktail in the library of UQAM. Always wanted to drink in a library! Was a nice ice breaker, the space was open and luminous, with beautiful floor to ceiling windows on three sides. The food was filling, and the server was amazingly quick to keep our wine glasses full.

Afterwards, as most people headed back to their hotels and homes (there is quite a large amount of local attendees), a small group of us headed east, to L’Amere a Boire. We were a bit too big of a group to get a table inside, but thanks to the warm temperatures, they opened the back terrace for us. It is a nice, enclosed, intimate space. Got to talk to several people about their research, crazy pub crawl experiences, and other such ramblings that make conferences so memorable (aside from the presentations of course).

It is on to day two. Looking forward to a full day of presentations, but sadly, a little less social time (one of the cons of attending a conference in your home town).

Relying on Technology

I know there are hundreds of these stories out there, but every time I read one, I am absolutely appalled at people’s absolute stupidity…. The dangers of relying on technology blindly – I think Darwin is trying really, really hard….but when your GPS tells you to drive into a freakin’ marsh,      maybe….. just maybe… you should take three freaking minutes and use your brain and NOT DRIVE INTO THE MARSH!

Perhaps we are relying on technology just a little too much?

Working Girl

I have not been blogging much as deadlines approach quicker than I imagined. Working on a draft of my dissertation (for January), and trying to put together a postdoctoral funding application at the same time is enough to make anyone’s brain explode. Couple that with a September chalk full of birthdays (many within my immediate family) the mix of intellectual work and celebration has made the last month or two a challenge to think straight.

That being said, I really hope to use my blog over the next few months to work through any writing issues I am having with my diss, and maybe even get to chat up a game or two (unfortunately, while I start many games, I rarely get a chance to delve into them a second time)

Limbo

While I am supposed to be diligently (re)playing a few certain titles for my dissertation, unfortunately, the gaming world will not hold still for me, so I have been dabbling in other games for the sheer pleasure of it (I suppose this is necessary and related to some form of sanity maintenance or other…). After reading about the game Limbo in Edge Magazine a few months back, I was happy when I returned from my summer holiday and my husband had told me he had bought it on Xboxlive for me as a surprise.

First of all, the game is beautiful. Using every shade of grey, along a spectrum of sharp and muted variations that give the game world texture and depth. Stunning is the first word that comes to mind. In terms of the audio – I had read that the designers really did not want to use a soundtrack as such, feeling that music is often used to indicate to the player how they should be feeling at particular points in the game. While I welcome the odd, eerie, distant sounds that almost linger in the background – it really made me feel apprehensive. I could not read what was going to happen; if I would be attacked at any point, etc. The first time I died, I didn’t even realize that I was supposed to jump over a small spike-laden ravine. My little guy simply fell into the hole, was awkwardly impaled, and his limbs fell off. It was only then that I realized that I had to jump instead of run.

The controls are quite simple. Using only two buttons for all actions. Simplicity is good for the most part, but it does make game play a bit more challenging in that – especially in the beginning – I was not sure what I was supposed to do besides run and jump. I spent a good 10 minutes at the first bit where I thought I was supposed to jump up and climb a structure, when I was actually supposed to pull the handle of an old cart so that I could climb on that first. Once I figured it out, it was simple, but I never really thought of “pulling” when in my head I was only thinking “run” and “jump”…

I only played for about an hour or so so far (grrr to sharing the Xbox! lol). But so far I applaud the designers of the game for creating something that feels so on the edge of simple, yet pulls you in and holds on to you in a most (addictive?) way.

Purging for Productivity

I have only been home for a few days, and I am already starting to feel the stress and pressure to ‘get to work’ on my dissertation. I did some work before heading off on holiday in June, but, as anyone knows, taking a 6 week hiatus from anything can break any sort of inspiration or flow that I had when I went away. So I am trying to get back into work mode – a mode that I must admit, I am not comfortable with. It is not that I don’t enjoy what I do – I absolutely love it! And when I AM in the zone, writing frantically, barely being able to sleep because the ideas and sentences are running furiously through my head – I am at the top of my game. However, it’s the getting back to that place. I know I have written before talking / asking about how I get to that zone; asking my friends and colleagues the same thing. But for some reason, each time I am embarking on a writing project, my ‘method’ seems to change. Perhaps it is the magnitude of what I am trying to do (looking at the big picture can sometimes hamper productivity – we all know that). This time, I am trying something different than I have done before.

Purging.

Clothes. Furniture. Books. And anything else that gives me a feeling of energy-draining clutter. I spent the last two days working on a spring cleaning of sorts. Of course, i only managed to successfully complete one room (my youngest daughter’s room – heck, it’s not like I actually go in there to work!). I have dreams of my office/bedroom being in an immaculate state of organization and function. I fantasize about my kitchen being remodeled in a crisp modern decor that just begs for me to sit at the kitchen table with my laptop and a cup of coffee in the morning. Of course – I am a long ways away from  that dream kitchen, but thought I would start by purging the contents of my kitchen drawers and cupboards. I have so many unused utensils and dishes – I always feel bad that I have so much ‘stuff’ but only use about 1/5th of it! Mind you, much of it comes from my parents when I first moved out – all of their mismatched hand-me-downs that I feel guilty getting rid of, but equally guilty that I don’t use them.

I have been thinking about weeding out my ‘friends list’ a bit too over @FB … I am always amazed at how many people we are “friends” with, and how little time we (ok…. I / the other ‘friend’) put into maintaining that ‘friendship’. I know it is no biggie to keep people I barely know on my list, but it makes me feel guilty for not talking with them, and I feel stalker-ish for looking at their profile. So – that is my new golden rule – if I feel like a stalker when checking in on a ‘friend’ – it’s time to go. Nothing personal of course – there really isn’t anybody on my list that I don’t like, but in the spirit of ridding myself of some of the external (and artificial) sources of guilt-driven obligation.

While to some, it might seem like this whole process is yet another form of procrastination – and it very well could be. But I believe that with all of these things organized, minimalized – that will free up some head space that has been tied up in things not getting done (after three years, I still have unpacked boxes from my move here), messiness and clutter. Like a blank canvas, I am hoping that with a sufficient amount of purging, I will be able to move ahead and muddy up a couple hundred word doc pages. =)

Back in the City

Summertime is all over but the sunshine it seems. Got back from a nice (somewhat) relaxing 5 week holiday out east yesterday. After taking a day to adjust, today is all about sitting down and etching out an actual work schedule to get this dissertation written. Of course, that might have to wait, since when I arrived home, there were a few issues of Edge Magazine waiting for me in their pristine plastic packaging. Must catch up on that stuff before I can write… 😉

Summertime Fun: Making a Board Game

I really thought that I would get a lot of work done this summer. I have always been able to write while visiting my family for the summer on the east coast (Canada). For whatever reason, this summer I have not been able to write. At one point, I just had to accept it, and get on to the vacation part of my annual “working vacation” (coupled with the decision to head back home early to actually get some work done).

My nephew (7) is a very creative, bright little guy. He loves math and numbers (was sad that they did not do division in grade 1!). When I got here at the end of June, he was excited to show me a board game he had made – on looseleaf paper. We played a few times, and then decided that we should make our own, full scale board game. We spent the first few days just chatting about what kind of things he finds fun (prefers math and word games over drawing and acting of stuff). We spent a few days talking about what we wanted the board to look like, how many squares, what the goal of the game would be, etc. etc. In the end, we ended up with a game that had challenge cards (both math and word challenges), wild cards (called DK cards, since the game is called DK10 – standing for the first letter of my name and my nephew’s and 2010 – the year we made it… ) which allow you to move an opponent back, switch places with an opponent and other standard board game moves.  We went to Staples (office supply store) and bought all the supplies we needed. Since it is designed to be a ‘kids’ game (but fun for all ages ;-)), we bought snap-able containers to keep the cards in, velcro tabs to stick the card boxes to the actual game board; the board itself is a large 2×3 ft foam-core board. The instructions were written out by hand (my sister doesn’t have any ink in her printer…). I bought a plastic document cover that I taped to the back of the board to keep the instructions in. A lot of effort went into finding ways to keep the game pieces together and durable (how many times have I gone to play a game when I was a kid and half the pieces were missing?!). Designing the board was the biggest challenge (or rather, drawing it out).  The 75 squares spell out DK10. It took some fancy thinking in order to make the game play from square to square flow and keep things interesting (instead of a snakes and ladder layout). We bought stickers to jazz it up a bit. My nephew loves cars and roads – so there is a street theme to the game. When you land on a square that has a police car sticker, you lose a turn; when you fall on a square with a postal service truck, you get to pick up a DK card; two taxis that ‘slide’ you over to the next part of the board, etc.

We did a trial run (play test) once it was all done, and realized, no matter how much planning went into it, there were inevitable glitches that had to be reworked (from reward and penalty distribution to the difficulty level of the challenges that would make the game ‘fun’ for the whole family to play). Play testing is an important part of any game design ;-). I spent the last few days plastifying the game cards (my nephew is 7 after all). When we started the project at the first of the month, I didn’t realize how much went into making what I thought was a simple children’s game. But as we got into it, my nephew was adamant that he wanted a game he could play again and again. It was definitely learning experience – trying to balance fun and innovation.  While relatively rudimentary(my artistic skills have decreased significantly over the years).

Ahhh, summertime – while I did not get to write as much as I would have liked, I don’t think I would trade this experience with my nephew for the world – heck, we even got an inside offer to front us some hedge money if we ever wanted to make this game for the rest of the world.